Hello,
Looks like a very nice package, but I have some suggestions:
- would be great to be able to use various height levels for terrain Nodes?
- is there a way to assign particular effect for specified terrain Nodes? (for example to add attack modifier for unit standing on hill node)
Cheers!

Hello, I am currently developing a game using the Adventure Creator asset pack. https://assetstore.unity.com/packages/templates/systems/adventure-creator-11896 to create a game. I need a small part of the game to include turn-based fight similar if not the same as your product offers. My question is this. The AC deals with everything about my game. Cameras included.
1. How easy is it for TBTK to allow another program to use the camera when the fight takes place.
2. Is there a way to pass information about the units and generally the fight to a third party solution like AC from TBTK ?

im currently using unity 2018. when i spawn in a new unit while the game is running. the unit cannot be selected and controlled. im not very good at code but i have worked out some values are not being assigned i just cant figure out how to fix it.

im currently using unity 2018. when i spawn in a new unit while the game is running. the unit cannot be selected and controlled. im not very good at code but i have worked out some values are not being assigned i just cant figure out how to fix it.

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also after a few more hours of digging through it i have identified that noticeable differences between units that are spawned during deployment phase have all their proper values assigned while a unit spawned via the ability is missing assigned values. units spawned with the ability also appear in unitys default layer while units spawned during deployment dont appear to actually have an assigned layer.

Sorry for not responding to all your posts. I have indeed missed the new post notification (the system won't send you another one if you don't respond to it even if there's further new post). I'll tried to answer all the question I missed. I'll keep it short since some of you might have figure out the answer on your own. If it's not clear, please post your question again.

Hi @songtan I've been playing around with the persistent game demo and have a few questions.

1) The perks picked/unlocked in the pregame scene don't seem to get loaded into any other scene, I can't find the code to generate a cache like with the unit list.. Is it supposed to work?

2) What would be the best way to add units to the unit list that are always present, regardless of the players choice in units. For example: I want to have 6 base units present in every mission, but allow the player to purchase additional units.

I've been working with your toolkit since late April and must say it is fantastic.

1. The perk has it's own persistent system. You simply need to check both the 'Load From Cache On Start' and 'Save To Cache On End' option for each PerkManager in your game.

2. The easiest way would be to just add a custom unit list in UnitManager. You can then directly assign those base units on the Inspector. Then in code, you simply add those units in the list to the startingUnitList of player's faction. The loading of unit from the cache is executed in Init(). So you add those unit at the end of that function. Hopefully this make sense.

When the scene is running, that information is stored in squadList of Demo_Persistent_PreGame.cs. The list then get cache to UnitManager when the game-play scene is loaded (by calling UnitManager.CacheFaction). The process is explained in the documentation under the section 'Integrating TBTK to Your Game'.

Can you describe more clearly how to add custom prefab Obstacles and Walls to the Grid Editor in 3.0? The documentation does not cover this subject. For example, if we wanted to create 4 different types of obstacles, and select any of them from the editor, how would we add them?

Sorry if this is not made clear. On game-object 'GRID_MANAGER_GENERATOR', there's a component GridGenerator. If you expand the 'Show default editor' option in the Inspector, you will find the assignment of all the grid object. The obstacle and wall specifically are a list, an object assigned to the list will be available as the prefab option on GridEditor when you try to add obstacle/wall to the grid. Hope this help.

Hey, got a question regarding GameControl.GameOver(), I've have made my own script that calls roundCounter, to allow the currant level to finish after 5 turns. it is attached to the GameManager object.

However its giving an error "No argument given... formal parameter 'fac' of gamecontrol.gameover(faction). I've tried adding 0 or 1, but that does not work. Also looking at gamecontrol.gameover, it's looks like it needed a bool and an int, both of which I have added to no joy.

What am I missing here? It does work for just skipping to the next scene.

What you need is to pass the winning faction. You can get the faction by using UnitManager.GetFaction(idx);, with idx being the index of the faction in question. Say the player's faction is the first faction and the player won, your code would look like this:

Even just using one of those models + skins + animations would give a ton of flexibility and stuff. But I can understand you not wanting to have third party assets in your stuff even if they are free and the license allows it.

Either way, that sounds awesome. Been super busy recently with other work but getting back to this project soon so it would be useful regardless.

This occurs when an enemy unit is killed during a counter attack. I noticed it in my game build, so have tested with a fresh project with only TBTK included. After the unit is killed the game freezes, no other units can move and the AI does not finish it's turn.

Say I wanted to have multiple grids in a single game (say islands units can move between).

If I only needed to show one grid at a time, and didn't need to show units moving between grids, would there be a way to handle this in your system?

One solution that came to mind would be having a scene for each island, then load that as an additive scene when I was to display, and then unload it before i load another. This would require the ability to have an under lying game manager that managed state of things not being shown, and then the ability to load a given grid scene in a its current state.

I'm afraid that is not supported by default. The biggest problem is that the framework is designed to have one grid at a time. Many of the class is designed to be singleton (only one instance at any given time). The good news is other than that I don't see any problem to have multiple independent grids in a game. So if the code is modified so that singleton is no longer the case, you should be able to do what you want. Granted you probably still need the control script to activate/deactivate the grids.

The good news is other than that I don't see any problem to have multiple independent grids in a game. So if the code is modified so that singleton is no longer the case, you should be able to do what you want. Granted you probably still need the control script to activate/deactivate the grids.

1- Where's the Patch Log for your asset ?
2- It is possible to unit that take multiple square or hex ? Like giant unit.
3- It is possible to add squads where their stats scale with the remaining squad members who still alive ?

You can find the patch log of all asset (if they have one) on the asset page. If you are using a browser on pc, it's in the releases tab, right below the screen shots. Having said that, the current version doesn't really have a patch log. I haven't add any major new feature since release several months ago and most of the updates are just for various bug fix.

When importing the project with Unity 2018.3 or newer I got this message:Assets\TBTK\Scripts\Editor\W_CollectibleEditor.cs(78,30): error CS0103: The name 'unitObj' does not exist in the current context

In "TBTK\Scripts\Editor\W_CollectibleEditor.cs" line 78 :Collectible selectedObj=unitObj.GetComponent<Collectible>();

Oops...

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